
#type vertex
#version 330 core
layout (location = 0) in vec3 Positions;
layout (location = 1) in vec3 Normals;
layout (location = 2) in vec2 TexCoords;

uniform mat4 light_mvp;

void main()
{
    gl_Position = light_mvp * vec4(Positions, 1.0);
}



#type fragment
#version 330 core

void main()
{             
    // gl_FragDepth = gl_FragCoord.z;
}
